Avril Lavigne Posted March 13, 2015 Share Posted March 13, 2015 (edited) Armory and Vendor Issues EDIT: I got this part working. The Area Code Help part still needs helping So I'm having problem inserting an Armory. I watched Marky Joe do it on his tutorial, I copied him almost exactly...and errors occur. But yet his Event Assembler allows it #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x0F,Pointers) ORG 0x01000CD0 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT 0x01 0x01 0x00 Level(1, Ally, 0) [6,1] [6,1] [0x00] NoAI UNIT Bad: UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) End_MAIN Character_events: End_MAIN Location_events: Armory(Ch2,5,3) End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Good ENUN ENDA Ending_event: ENDA // Events // Manual Movement // Scripted Fights // Units // Shop Data Ch2: SHLI IronSword IronAxe HandAxe Javelin MESSAGE Events end at offset currentOffset Event Assembler says: Finished. 1 errors encountered: File Chapter2.txt, Line 78, Column 1: Didn't reach end, currently at IntegerLiteral(0x02) No data written to output. "Ch2" is the issue, apparently. I got rid of the "Ch2", and Event Assembler wrote to the ROM. Here's what I get: Probably because it wasn't being written to an offset, but Event Assembler won't allow my offset, ANYWHERE! I've changed the names 100 times to see if, for some reason, the name was having an effect. Then I watch Marky Joe do it, and it worked on his first try. And I followed it the exact same way. WTF. Why do I have the worst of luck. If some of you (smart people) can explain this to me, I'd be glad. Area Code Help I am trying to understand this whole AREA thing. It involved the IFAT, IFAF, ELSE, ENIF, ENUF codes. I don't get how those works, but I know for AREA to work, you need those other ones. I've tried putting together something where if a unit stepped into a certain area, it would trigger an event where more units would spawn (if player phase). It's another thing I watched Marky Joe do, copied him code-for-code, and nothing worked. I don't have an example of what I've done because I accidentally deleted my chapter with AREA, but it doesn't matter because you guys would think "You got that SO wrong". If anything, I'd really appreciate an example where AREA would work. Because I'd love to be able to trigger events with it. Edited March 14, 2015 by Avril Lavigne Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 15, 2015 Share Posted March 15, 2015 (edited) I am trying to understand this whole AREA thing. It involved the IFAT, IFAF, ELSE, ENIF, ENUF codes. I don't get how those works, but I know for AREA to work, you need those other ones.really? UnitActionEvents: // This is the same thing as misc AREA 0x6 reinforcements [0,0] [15,15] // ... reinforcements: LOU1 areaunits ENDA (this works) Edited March 15, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
Primefusion Posted March 15, 2015 Share Posted March 15, 2015 Ch2:SHLI IronSword IronAxe HandAxe Javelin I wouldn't be surprised if 'Ch2' is reserved by EA itself. Try using a different name like 'TheShop' or something. Quote Link to comment Share on other sites More sharing options...
Avril Lavigne Posted March 16, 2015 Author Share Posted March 16, 2015 really? UnitActionEvents: // This is the same thing as misc AREA 0x6 reinforcements [0,0] [15,15] // ... reinforcements: LOU1 areaunits ENDA (this works) Okay, thank you. But how did you know to use 0x6? That's the part I don't understand Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 16, 2015 Share Posted March 16, 2015 (edited) i would recommend you read these tutorials, as they talk about how event ID theory works basically, event IDs are like "switches" that tell you if the event is "on" or "off". If the event is "on", that means that it's been played already (more importantly, it means that it won't be played again). The number just tells you which switch any given event trigger is using. There are 256 switches (and you can use them as numbers 0x0 to 0xFF), although switches 0x0-0x4 and ~0x63 onwards are weird (arch talks about it briefly). In this case, I'm telling the AREA event only to activate if switch number 0x6 is in the "off" position. If I had another event (say, a house) use the 0x6 switch and tried to visit it after standing in the AREA, it wouldn't work, because the 0x6 switch is already "on"! For the most part, unless you want things to be mutually exclusive (say you don't want these reinforcements to trigger if, say, a house has been visited), you'll want every single event ID to be different. TURN events are the only thing that usually share event IDs (by convention they use 0x0, the "always off" switch); other than that you should just remember which numbers you've already used and make sure to use a different one every time. Edited March 16, 2015 by CT075 Quote Link to comment Share on other sites More sharing options...
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